Nitrome'spuzzle platformerchangeType() doesn't understand why you'd follow the rules if you can just rewrite them. Using [WASD] or the [arrow] keys, you control a robotic little hero who can swap the properties of any two objects with the [spacebar] to help read the exit at the end of each level. Hit it once to capture an object within your horizontal line of sight, and again to swap properties with the next object you please. How can this help? Well, you can swap a block's properties with a spike to be able to safely pass over a previously deadly obstacle... but that's just one example. Virtually anything can be swapped with anything else, impacting all tiles of that same type, and a pink glow will highlight whatever will be affected by the capture whenever you look at something.

Though it starts out fairly straightforward, changeType() quickly gets trickier as the levels become more elaborate, and quick reflexes are just as important as puzzling out what you're meant to do. Experimenting with the way the properties of one object will impact another is a little trial-and-error, but also a lot of fun when you trigger unexpected reactions. You can swap every block or element within a level, and there's just enough variety to make figuring out what you need to get around danger both engaging and satisfying. That simple experimental joy can sometimes feel at odds with the more demanding platforming elements, making changeType() the sort of game that looks a lot friendlier to the platformer novice than it may actually be. With a gorgeous design, however, and a solid chunk of challenging levels, changeType() is a welcome and clever twist on the puzzle platforming genre.

If anyone from Nitrome reads this, could you please explained what the hell happened? The quality of your games looks like this chart (http://n.pr/OjD4ut). Around 2008/2009 you guys were making amazing, stylish, super fun games, and it's just been heading south for years. I don't think even Dirk Valentine could save you now... WWWHHHHYYYY?!?!?

st33d: I don't mean to come across as too critical - it's more like a fan wondering why things aren't like they used to be. But how come you're not making sequels to your earliest games like Valentine, Final Ninja, Cold Storage, Avalanche and other platform games like that? Isn't it easier to keep an existing successful franchise going than try and re-invent things with something completely new? It seems like you could be cashing in there.

Mystify - I don't think that's really the case. In console games, the market is dominated by franchises, and even in casual games, if you look at the "Best of JIG" for the last couple years, there are quite a few sequels / series games nominated. I agree that people get tired of playing the same type of game, or sequels that don't provide anything new, but the most successful sequels add to the qualities that made the original great (eg: jmtb02, Bronte and other developers have very successful series games this way)

- Swap bricks with spikes (don't run into the "spiked" bricks at the end)
- Swap bricks with coins
- Cross the bridge formed by "bricks" (which are now the coins), while avoiding the enemies. Do not kill any of them.
- Once on the grey bricks, jump and select the orange blocks.
- Select an enemy and swap the two properties.
- There is an enemy that moves vertically and should be the one closest to you. Jump onto it when it flies low for a lift to the top.
- Jump off the enemy and land on the bricks.
- Jump in place and select an orange block.
- Face left and select a coin, which should be on the same level as you are.
- Jumping over the spikes, you should now be able to pass through the orange column blocking your way as "coins".
- If you want, you can press the spacebar to undo the swapping so that you can collect coins as you jump off the end of the platform and onto the goal flag.

It was....an okay game. I liked it for a little but quickly grew bored. Wasn't my style.

I can second cyberphlash's opinion on Nitrome games. I personally used to love them from 2007-2009 (and generally any before that), but most of the stuff that came after was meh. I just visited the site less and less, till I stopped going at all. Only time is if I want a nostalgia trip, or if JiG has a review for a new game.

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